I'm not saying elemental summons are in-viable, and there are certainly some situational cases where using them can be more helpful, but Physical damage sources are just doing more damage than elemental right now. Using elemental is mostly just a damage loss.
Unless your party is primarily Magic damage, using elemental summons will just cause them to weakly ping away enemy magic armor without getting their statuses applied.
If your party is primarily magic damage then you are probably performing more poorly than a Physical party would be, Magic damage numbers are just lower across the board this patch.
I don't think the Blood Incarnate skill is worse than the others. It's got high single-target damage, applies bleeding, and heals the Incarnate to full.
Physical Damage summoners also have the advantage that their Incarnates can Knockdown enemies with Battering Ram (skill available to all Incarnates via Power Infusion), as they will have stripped off enemy Physical Armor.
The huge health boost to Blood Totems (~50%) means enemies won't have as easy of a time getting rid of them too.
Oil and Poison totems are just asking for someone to use fire to insta-kill the entire set.
There's also the disadvantage that enemies tend to be around/produce a lot of the element they are immune or resistant to. This means often the only convenient non-physical element around may be one that would be ineffective against the enemies you're fighting anyway.
Being able to default to normal/wood Incarnate/totems while still maintaining damage to the same armor-type you've been hitting the entire fight is very convenient.
Elemental totems can tend to get stacked closely on the few patches of element leaving them very vulnerable to AoE, but with Physical you have much more options with the positioning.
Last edited by error3; 21/04/17 12:51 AM.